Unreal-AutoSave/Source/AutoSave/Public/Blueprint/AutoSaveBlueprintLibrary.h

21 lines
657 B
C++

#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AutoSaveBlueprintLibrary.generated.h"
UCLASS()
class AUTOSAVE_API UAutoSaveBlueprintLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "AutoSave", meta = (WorldContext = "WorldContextObject"))
static bool AddSaveStructRef(UObject* WorldContextObject, const FString& Filename, UScriptStruct* ScriptStruct);
UFUNCTION(BlueprintCallable, Category = "AutoSave", meta = (WorldContext = "WorldContextObject"))
static void RemoveSaveStructRef(UObject* WorldContextObject, const FString& Filename);
};